Idea I posted on SPUF long ago - is this possible / appealing?

V V

L1: Registered
May 16, 2011
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Sorry if this is the wrong place... I was just wondering if this is possible and if it sounds like it could be successful.




Straight to business. This is, essentially, the layout of the typical 5cp map as the round starts: http://i2.photobucket.com/albums/y31/OMFGLOL1/genericstart.jpg

This is the map after midpoint is captured: http://i2.photobucket.com/albums/y31/OMFGLOL1/genericredcapsC.jpg

Et cetera. We're all familiar with the system.




My proposal long ago on the SPUF would modify 5cp to start like this: http://i2.photobucket.com/albums/y31/OMFGLOL1/Start.jpg

And it would progress like this, after midpoint is captured: http://i2.photobucket.com/albums/y31/OMFGLOL1/redcapsC.jpg








After midpoint is captured, both of the subsequent points would be unlocked, and winning would require holding all five points simultaneously.

Whether or not post-midpoints revert if midpoint is counter-capped would be left up to mappers (if anyone thinks the idea is worth a shot).







Hopefully that gets the point across well enough.... anyone think this idea is decent?
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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This is a bad idea, imo. 5CP push is a well-established gamemode that is probably the most balanced in the game. Breaking it up into what is essentially two rounds of backwards Gpit style is bad for two reasons: it would confuse the hell out of the players, and (as Valve have stated themselves) it would split the teams up greatly, which is the opposite of TF2's goal.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
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This is a bad idea, imo. 5CP push is a well-established gamemode that is probably the most balanced in the game. Breaking it up into what is essentially two rounds of backwards Gpit style is bad for two reasons: it would confuse the hell out of the players, and (as Valve have stated themselves) it would split the teams up greatly, which is the opposite of TF2's goal.

There's a level in Brink that actually has a design similar to this, where there's two points that need to be held, however the only difference would be that you'd only need to capture one point to succeed, and both are very close together, only a room between the two.

Honestly I'd say go for it, I've felt there's been a pretty nasty drop lately in innovative tf maps (as far as gamemode variations go), although it might be due to the rather traditional style contest we've got going right now. Worst comes to worse, it'll at least provide you with some portfolio material and teach some new lessons in level design. Let Science run it's course, if you will. :)
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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This can be done, you just tell certain points to unlock/lock when you want. Whether or not you have the capability to make the map yourself is another question.

Players should get the concept fairly easily when they see the HUD, but here's the problems:

  • Advanced spawns; how do you determine where players spawn if they can be back capped?

This could potentially be resolved with a single defencive spawn and attacking spawn after capping mid, whilst varying spawn wave lengths instead of advancing another spawn when capturing either of the two team capture points. You would have to design the map so that there were 2 last CP's rather than have the map linear like standard 5 CP. Otherwise players can't determine where they should be.

  • Resetting mid on re-capture makes back capping too strong of a tactic in defending when the enemy has to assault 2 locations.

This would have the be heavily balanced in the map design

It feels like it'd just be a gravelpit map that would swap between attack and defence during the same round, which sounds like drawing a game out longer than it needs to be in a similar fashion to territorial control (although in TC it's on purpose).

I don't see why the map couldn't work if you put enough thought into it. But at the same time... whether or not you like the concept of the game mode you could just make a bunch of gravelpit style maps, the A/D round mechanic works better and i'd advise about making this map concept linear.

I'm actually curious about this concept and might try experimenting with it myself. I've also considered varying A/D-5CP hybrids.
 
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tyler

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Sep 11, 2013
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The first thing I thought was how to make the HUD work

The second was how bad gpit maps are
 

Sgt Frag

L14: Epic Member
May 20, 2008
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I like gpit maps and think they play fine.

But this would split the players, create a lot of chaos and would lead to either really long games or unstoppable spy caps. Your team caps mid, is all at A/B fighting, spy caps mid (C), then your team is on the wrong side of the map(A/B) all of a sudden as A/B lock and D/E open. and 2 scouts cap and win a game they were losing 10 seconds ago.

At least on Gpit you only have to defend one or two points at a time. This way it would be 2-3 points.
 
Aug 10, 2009
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First off I'd like to say I'm glad that you've come here to ask (and hopefully follow through :D) instead of SPUF :p

Second off, I like the idea of mixing up the hud, but I think it's too much to ask of a team to capture all five points. I would also suggest that if you do have two 'final' points that must be held that they are very close together, so teams don't get split up (while splitting teams sounds cool it rarely plays well, and each team ends up focusing on one objective at a time)(Also if that Brink map is reactor then I dislike that map, and I've succeeded maybe 1 out of 10 times on attack there)

So, to conclude:
Mixing up the HUD : Cool
Splitting up the teams: Not cool
Having two final points that a team must capture: If you play it right it could be a new mechanic right there.
Having a team hold/defend all points without a single backcap: Not cool